コード例 #1
0
        private void HandleMessage(IMessage aMessage)
        {
            if (DMPPluginHandler.FireOnMessageReceived(aMessage))
            {
                return;
            }

            try
            {
                Trigger(aMessage);
            }
            catch
            {
                //DarkLog.Debug("Error handling " + typeof(aMessage).ToString() + " from " + client.playerName + ", exception: " + e);
                m_server.Kick(aMessage.ConnectionId, "Server failed to process " + aMessage.GetType().ToString() + " message");
            }
        }
コード例 #2
0
        internal static void HandleMessage(ClientObject client, ClientMessage message)
        {
            //Prevent plugins from dodging SPLIT_MESSAGE. If they are modified, every split message will be broken.
            if (message.type != ClientMessageType.SPLIT_MESSAGE)
            {
                DMPPluginHandler.FireOnMessageReceived(client, message);

                if (message.handled)
                {
                    //a plugin has handled this message and requested suppression of the default DMP behavior
                    return;
                }
            }

            //Clients can only send HEARTBEATS, HANDSHAKE_REQUEST or CONNECTION_END's until they are authenticated.
            if (!client.authenticated && !(message.type == ClientMessageType.HEARTBEAT || message.type == ClientMessageType.HANDSHAKE_RESPONSE || message.type == ClientMessageType.CONNECTION_END))
            {
                Messages.ConnectionEnd.SendConnectionEnd(client, "You must authenticate before attempting to send a " + message.type.ToString() + " message");
                return;
            }

#if !DEBUG
            try
            {
#endif
            switch (message.type)
            {
            case ClientMessageType.HEARTBEAT:
                //Don't do anything for heartbeats, they just keep the connection alive
                break;

            case ClientMessageType.HANDSHAKE_RESPONSE:
                Messages.Handshake.HandleHandshakeResponse(client, message.data);
                break;

            case ClientMessageType.CHAT_MESSAGE:
                Messages.Chat.HandleChatMessage(client, message.data);
                break;

            case ClientMessageType.PLAYER_STATUS:
                Messages.PlayerStatus.HandlePlayerStatus(client, message.data);
                break;

            case ClientMessageType.PLAYER_COLOR:
                Messages.PlayerColor.HandlePlayerColor(client, message.data);
                break;

            case ClientMessageType.GROUP:
                Messages.GroupMessage.HandleMessage(client, message.data);
                break;

            case ClientMessageType.SCENARIO_DATA:
                Messages.ScenarioData.HandleScenarioModuleData(client, message.data);
                break;

            case ClientMessageType.SYNC_TIME_REQUEST:
                Messages.SyncTimeRequest.HandleSyncTimeRequest(client, message.data);
                break;

            case ClientMessageType.KERBALS_REQUEST:
                Messages.KerbalsRequest.HandleKerbalsRequest(client);
                break;

            case ClientMessageType.KERBAL_PROTO:
                Messages.KerbalProto.HandleKerbalProto(client, message.data);
                break;

            case ClientMessageType.VESSELS_REQUEST:
                Messages.VesselRequest.HandleVesselsRequest(client, message.data);
                break;

            case ClientMessageType.VESSEL_PROTO:
                Messages.VesselProto.HandleVesselProto(client, message.data);
                break;

            case ClientMessageType.VESSEL_UPDATE:
                Messages.VesselUpdate.HandleVesselUpdate(client, message.data);
                break;

            case ClientMessageType.VESSEL_REMOVE:
                Messages.VesselRemove.HandleVesselRemoval(client, message.data);
                break;

            case ClientMessageType.PERMISSION:
                Messages.PermissionMessage.HandleMessage(client, message.data);
                break;

            case ClientMessageType.CRAFT_LIBRARY:
                Messages.CraftLibrary.HandleCraftLibrary(client, message.data);
                break;

            case ClientMessageType.SCREENSHOT_LIBRARY:
                Messages.ScreenshotLibrary.HandleScreenshotLibrary(client, message.data);
                break;

            case ClientMessageType.FLAG_SYNC:
                Messages.FlagSync.HandleFlagSync(client, message.data);
                break;

            case ClientMessageType.PING_REQUEST:
                Messages.PingRequest.HandlePingRequest(client, message.data);
                break;

            case ClientMessageType.MOTD_REQUEST:
                Messages.MotdRequest.HandleMotdRequest(client);
                break;

            case ClientMessageType.WARP_CONTROL:
                Messages.WarpControl.HandleWarpControl(client, message.data);
                break;

            case ClientMessageType.LOCK_SYSTEM:
                Messages.LockSystem.HandleLockSystemMessage(client, message.data);
                break;

            case ClientMessageType.MOD_DATA:
                Messages.ModData.HandleModDataMessage(client, message.data);
                break;

            case ClientMessageType.KERBAL_REMOVE:
                Messages.VesselRemove.HandleKerbalRemoval(client, message.data);
                break;

            case ClientMessageType.SPLIT_MESSAGE:
                Messages.SplitMessage.HandleSplitMessage(client, message.data);
                break;

            case ClientMessageType.CONNECTION_END:
                Messages.ConnectionEnd.HandleConnectionEnd(client, message.data);
                break;

            case ClientMessageType.MODPACK_DATA:
                Messages.Modpack.HandleModpackMessage(client, message.data);
                break;

            default:
                DarkLog.Debug("Unhandled message type " + message.type);
                Messages.ConnectionEnd.SendConnectionEnd(client, "Unhandled message type " + message.type);
#if DEBUG
                throw new NotImplementedException("Message type not implemented");
#else
                break;
#endif
            }
#if !DEBUG
        }

        catch (Exception e)
        {
            DarkLog.Debug("Error handling " + message.type + " from " + client.playerName + ", exception: " + e);
            Messages.ConnectionEnd.SendConnectionEnd(client, "Server failed to process " + message.type + " message");
        }
#endif
        }